Friday, March 27, 2015
Thursday, March 26, 2015
Unit 10: How People Decide
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 10: How People Decide
Most decisions are made in an unconscious way. We like to think that our ability to trouble shoot for the best product is what makes us buy, but there are many factors that affect us without us even realizing it. What other people are deciding to buy, what is consistent with your persona, whether you can pay off excuse your purchase by announcing social obligations, fear of losing a sale, etc.
Once realizing that too many options can be a detriment to a viewer, a designer can be more reserved. Taking the design processes, for example. Limiting logo identity directions to three instead of twenty, staying away from sketches when presenting concepts, and making directions clear and identifiable. Most customers will desire more choices, but more choices will ultimately be more of an issue when they are tasked with making a decision.
Does having a choice equate to being in control? Regardless of difficulties presented when confronted with many choices, people gravitate toward more choices because it makes them feel like they are in control. Choice can also make one feel unique. This is especially applicable in gaming.
"Talent Trees" promote uniqueness:
http://gamedevelopment.tutsplus.com/articles/lets-spec-into-talent-trees-a-primer-for-game-designers--gamedev-6691
We relate back to a previous chapter when the reading discusses social connections. In the end, people are more willing to buy, interact, and do any kind of interaction if there is a personal connection. I immediately related this to games. Even as far back as arcade games can express this exact mentality. The development of a leaderboard influenced more people to play and compete with other players.
Interesting measure of social interaction in games:
http://www.gamasutra.com/view/feature/134982/playing_to_win_measuring_social_.php?page=1
I have heard, "throw away your first idea, it will always be your worst." I don't necessarily agree, but I can understand the saying. The reading relates this to group work. Also, the reading mentions leadership and how it sways decision making. It brings to question: How can a leader help make design decisions, but keep creativity active in all workers?
Everyone is subject to unconscious processes when making decisions. Often, many people, including myself, are stubborn and think that they aren't among the influenced. Also referred to as the third-person effect in the reading.
People value physical content more highly when it's real and tangible. This can be relative to many aspects of design, but most importantly, the final production of a project. For example, to physically build a package design to completion will greatly increase its value.
Great source for packaging inspiration:
http://www.packagingoftheworld.com/
Links for thesis:
Narrative in games:
http://thegamedesignforum.com/features/narrative_in_games.html
9 things unique to video games:
http://www.theastronauts.com/2013/03/nine-amazing-things-unique-to-video-games/
Chapter 10: How People Decide
Most decisions are made in an unconscious way. We like to think that our ability to trouble shoot for the best product is what makes us buy, but there are many factors that affect us without us even realizing it. What other people are deciding to buy, what is consistent with your persona, whether you can pay off excuse your purchase by announcing social obligations, fear of losing a sale, etc.
Once realizing that too many options can be a detriment to a viewer, a designer can be more reserved. Taking the design processes, for example. Limiting logo identity directions to three instead of twenty, staying away from sketches when presenting concepts, and making directions clear and identifiable. Most customers will desire more choices, but more choices will ultimately be more of an issue when they are tasked with making a decision.
Does having a choice equate to being in control? Regardless of difficulties presented when confronted with many choices, people gravitate toward more choices because it makes them feel like they are in control. Choice can also make one feel unique. This is especially applicable in gaming.
"Talent Trees" promote uniqueness:
http://gamedevelopment.tutsplus.com/articles/lets-spec-into-talent-trees-a-primer-for-game-designers--gamedev-6691
We relate back to a previous chapter when the reading discusses social connections. In the end, people are more willing to buy, interact, and do any kind of interaction if there is a personal connection. I immediately related this to games. Even as far back as arcade games can express this exact mentality. The development of a leaderboard influenced more people to play and compete with other players.
Interesting measure of social interaction in games:
http://www.gamasutra.com/view/feature/134982/playing_to_win_measuring_social_.php?page=1
I have heard, "throw away your first idea, it will always be your worst." I don't necessarily agree, but I can understand the saying. The reading relates this to group work. Also, the reading mentions leadership and how it sways decision making. It brings to question: How can a leader help make design decisions, but keep creativity active in all workers?
Everyone is subject to unconscious processes when making decisions. Often, many people, including myself, are stubborn and think that they aren't among the influenced. Also referred to as the third-person effect in the reading.
People value physical content more highly when it's real and tangible. This can be relative to many aspects of design, but most importantly, the final production of a project. For example, to physically build a package design to completion will greatly increase its value.
Great source for packaging inspiration:
http://www.packagingoftheworld.com/
Links for thesis:
Narrative in games:
http://thegamedesignforum.com/features/narrative_in_games.html
9 things unique to video games:
http://www.theastronauts.com/2013/03/nine-amazing-things-unique-to-video-games/
Wednesday, March 18, 2015
Unit 9: People Make Mistakes
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 9: People Make Mistakes
This chapter is exactly what you think it would be about. It is impossible to make a completely fail-safe product.
When confronting a user with an error message, here are things to keep in mind: Tell the user what they did, explain the problem, and instruct the user to correct it. Of course, write like a normal human being and give examples to follow.
The Yerkes-Dodson law refers to the arousal created by slight stress. This law states that said stress can help improve productivity and can help you perform a task. However, this is only true to a point. Eventually, too much stress reduces productivity and can be damaging to a creative or a users experience. This section offers the idea to design with stress in mind. Understand that your designs may be experienced in a stressful environment.
Errors:
Commission Errors: Taking additional/unnecessary steps.
Omission Errors: Insufficient steps to complete.
Wrong-Action Errors: Inputting the wrong information at the right time.
Motor-Control Errors: Errors while controlling a device.
Corrections:
Systematic Explorations: Planning out what to do to correct an error.
Trial and Error Explorations: Randomly trying different actions.
Rigid Explorations: Repeating an action that doesn't work.
Web UI mistakes to avoid when designing cross-platform:
http://www.infoworld.com/article/2623892/web-development/7-web-ui-mistakes-to-avoid-for-smartphones-and-tablets.html
Interesting game design mistakes that indie developers should avoid:
http://www.gamasutra.com/view/news/181864/The_9_common_mistakes_every_indie_game_studio_should_avoid.php
Autistic kids learning from mistakes while playing video games:
http://learningworksforkids.com/2014/09/8-reasons-children-with-autism-should-play-video-games/
Chapter 9: People Make Mistakes
This chapter is exactly what you think it would be about. It is impossible to make a completely fail-safe product.
When confronting a user with an error message, here are things to keep in mind: Tell the user what they did, explain the problem, and instruct the user to correct it. Of course, write like a normal human being and give examples to follow.
The Yerkes-Dodson law refers to the arousal created by slight stress. This law states that said stress can help improve productivity and can help you perform a task. However, this is only true to a point. Eventually, too much stress reduces productivity and can be damaging to a creative or a users experience. This section offers the idea to design with stress in mind. Understand that your designs may be experienced in a stressful environment.
Errors:
Commission Errors: Taking additional/unnecessary steps.
Omission Errors: Insufficient steps to complete.
Wrong-Action Errors: Inputting the wrong information at the right time.
Motor-Control Errors: Errors while controlling a device.
Corrections:
Systematic Explorations: Planning out what to do to correct an error.
Trial and Error Explorations: Randomly trying different actions.
Rigid Explorations: Repeating an action that doesn't work.
Web UI mistakes to avoid when designing cross-platform:
http://www.infoworld.com/article/2623892/web-development/7-web-ui-mistakes-to-avoid-for-smartphones-and-tablets.html
Interesting game design mistakes that indie developers should avoid:
http://www.gamasutra.com/view/news/181864/The_9_common_mistakes_every_indie_game_studio_should_avoid.php
Autistic kids learning from mistakes while playing video games:
http://learningworksforkids.com/2014/09/8-reasons-children-with-autism-should-play-video-games/
Thursday, March 12, 2015
Wednesday, March 11, 2015
Unit 8: How People Feel
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 8: How People Feel
Understanding how your audience will feel is equally as important understanding how they think. Emotions, which are expressed physically and are a response to an event, differ from moods and attitudes. Moods and attitudes last about a day or two and may come about without a physical event.
There are seven universal emotions: joy, sadness, contempt, fear, disgust, surprise, and anger. Each of which can be expressed with the face. And considering how many muscles are present in the face, it doesn't come to much surprise that emotions are tied to muscle movement. It also brings to question, which the reading covered slightly, can muscle movement tie to emotions in the same way?
People use look and feel as their first indicator of trust, especially when it comes to web design. Whether or not a website follows traditional functional methods and presents itself with design, will make or break said site.
The reading makes this statement: "The more difficult something is to achieve, the more people like it." Yes, true. Sometimes. When it comes to UX and UI, this theory is the exact opposite. But then again, I suppose that wasn't the intended subject. This does bring about another subject, the desire to be unique. I find this subject especially intriguing in game design.
Desiring the familiar is related to the fear of loss. People crave the familiar. They want what is familiar, especially when they're sad or scared. This relates to brands in an interesting way. If one has a positive experience with a brand, then that brand is a safe place for them to revisit.
Amygdala versus thalamus: The thalamus processes sensory information and sends it to the appropriate part of the cortex while the amygdala is where emotional information is processed. The eyes function through the thalamus which gets routed to the primary visual cortex. Our sense of smell goes directly to the amygdala, which is why smells cause emotional reactions in people. The amygdala happens to be close to the memory centers of the brain which is why smelling can also invoke memories.
“Welcoming Warmth”: Welcoming Warmth is the name of the scent that the Sheraton hotels use as a part of their branding.
Nucleus accumbens: The nucleus accumbens is the part of the brain that is active when people experience pleasurable events. This was significant in the reading because of the study using water and fruit juice to surprise subjects.
Attention restoration: Attention restoration refers to pastoral scenes (paintings in the reading) which make people feel happier. However, real positive health effects can be seen from actually seeing nature.
Chapter 8: How People Feel
Understanding how your audience will feel is equally as important understanding how they think. Emotions, which are expressed physically and are a response to an event, differ from moods and attitudes. Moods and attitudes last about a day or two and may come about without a physical event.
There are seven universal emotions: joy, sadness, contempt, fear, disgust, surprise, and anger. Each of which can be expressed with the face. And considering how many muscles are present in the face, it doesn't come to much surprise that emotions are tied to muscle movement. It also brings to question, which the reading covered slightly, can muscle movement tie to emotions in the same way?
People use look and feel as their first indicator of trust, especially when it comes to web design. Whether or not a website follows traditional functional methods and presents itself with design, will make or break said site.
The reading makes this statement: "The more difficult something is to achieve, the more people like it." Yes, true. Sometimes. When it comes to UX and UI, this theory is the exact opposite. But then again, I suppose that wasn't the intended subject. This does bring about another subject, the desire to be unique. I find this subject especially intriguing in game design.
Desiring the familiar is related to the fear of loss. People crave the familiar. They want what is familiar, especially when they're sad or scared. This relates to brands in an interesting way. If one has a positive experience with a brand, then that brand is a safe place for them to revisit.
Amygdala versus thalamus: The thalamus processes sensory information and sends it to the appropriate part of the cortex while the amygdala is where emotional information is processed. The eyes function through the thalamus which gets routed to the primary visual cortex. Our sense of smell goes directly to the amygdala, which is why smells cause emotional reactions in people. The amygdala happens to be close to the memory centers of the brain which is why smelling can also invoke memories.
“Welcoming Warmth”: Welcoming Warmth is the name of the scent that the Sheraton hotels use as a part of their branding.
Nucleus accumbens: The nucleus accumbens is the part of the brain that is active when people experience pleasurable events. This was significant in the reading because of the study using water and fruit juice to surprise subjects.
Attention restoration: Attention restoration refers to pastoral scenes (paintings in the reading) which make people feel happier. However, real positive health effects can be seen from actually seeing nature.
Thesis Bibliography 3
Visitor Retention (Cohort Analysis):
http://www.adweek.com/socialtimes/how-to-analyze-traffic-funnels-and-retention-in-facebook-applications/234838
History of Video Games:
http://www.museumofplay.org/icheg-game-history/timeline/
History of Storytelling:
https://www.youtube.com/watch?v=p6E8jpFasR0
Future of Video Games:
http://www.fastcolabs.com/3013499/why-the-next-generation-of-video-games-is-going-to-be-insane
http://www.adweek.com/socialtimes/how-to-analyze-traffic-funnels-and-retention-in-facebook-applications/234838
History of Video Games:
http://www.museumofplay.org/icheg-game-history/timeline/
History of Storytelling:
https://www.youtube.com/watch?v=p6E8jpFasR0
Future of Video Games:
http://www.fastcolabs.com/3013499/why-the-next-generation-of-video-games-is-going-to-be-insane
Thursday, March 5, 2015
Unit 7: People Are Social Animals
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 7: People Are Social Animals
A "strong tie" group size limit is 150 according to Dunbar's number. Robin Dunbar, the creator of a formula to calculate the limit previously stated, designed said formula based on the size of an organism's brain (specifically the neocortex).
Immediately, I though of social media and how ridiculous it must be to think that we have hundreds and hundreds of friends. However, the reading continues with Jacob Morgan's argument about how "weak ties" can be just as beneficial and attractive. To think that every person on our Facebook friends list is apart of our close relationships is ridiculous. But that's exactly it, weak ties are easy to control and limit. They don't involve direct communication and take very little work.
Mirror neurons, which is an event where one reflects a similar action of another based on the neurons in our premotor cortex, reminds me of interacting with children. The reading mentions this too, but I still wonder if our interactions with children are simply mirrored, or if children do feel the same emotion.
The same way social interactions have rules, so too do online interactions. Users have assumptions about how a website should respond, function, and show information.
Did you know that people lie more depending on their medium of communication? I had no idea. And apparently, people who lie using email write 28 percent more words than people who don't.
Communication and brain functions are interestingly integrated during the speaking and listening process. In fact, studies show that brains sync during said process. On a similar subject, we are programmed to pay special attention to people we are close to. Regardless of how similar one is to another, our brains function differently depending on how close we are to that person. This can be related to social media and allow predictability when looking for loyalty in a customer.
Laughter, which is a universal activity, brings people together. I can especially appreciate this when relating it to games and narrative. I think that connecting to viewers through humor (even though the reading says that laughter isn't about humor) is a great way to improve the user's experience.
Duchenne's supposed 80 percent of people not being able to produce a fake smile, seemed to be quickly disproved. Krumhuber's test revealed that 83 percent of people could produce fake smiles that others believed.
Dunbar’s number: A number defining the limit to strong relationships derived from a formula created by Robin Dunbar based on the brain size of an organism.
Mirror neurons: Watching someone take action can cause some of the same neurons in our premotor cortex to fire.
Synchronous activity: Actions you take together with others that are the same and within close proximity to on another.
Duchenne smile: Refers to a study done by Guillaume Duchenne where several tests were done where electrical currents were sent through the muscles on the face to conduct a smile. These smiles were seen as genuine because a supposed 80 percent of people can't control those muscles in their face, resulting in the inability to fake a smile.
Chapter 7: People Are Social Animals
A "strong tie" group size limit is 150 according to Dunbar's number. Robin Dunbar, the creator of a formula to calculate the limit previously stated, designed said formula based on the size of an organism's brain (specifically the neocortex).
Immediately, I though of social media and how ridiculous it must be to think that we have hundreds and hundreds of friends. However, the reading continues with Jacob Morgan's argument about how "weak ties" can be just as beneficial and attractive. To think that every person on our Facebook friends list is apart of our close relationships is ridiculous. But that's exactly it, weak ties are easy to control and limit. They don't involve direct communication and take very little work.
Mirror neurons, which is an event where one reflects a similar action of another based on the neurons in our premotor cortex, reminds me of interacting with children. The reading mentions this too, but I still wonder if our interactions with children are simply mirrored, or if children do feel the same emotion.
The same way social interactions have rules, so too do online interactions. Users have assumptions about how a website should respond, function, and show information.
Did you know that people lie more depending on their medium of communication? I had no idea. And apparently, people who lie using email write 28 percent more words than people who don't.
Communication and brain functions are interestingly integrated during the speaking and listening process. In fact, studies show that brains sync during said process. On a similar subject, we are programmed to pay special attention to people we are close to. Regardless of how similar one is to another, our brains function differently depending on how close we are to that person. This can be related to social media and allow predictability when looking for loyalty in a customer.
Laughter, which is a universal activity, brings people together. I can especially appreciate this when relating it to games and narrative. I think that connecting to viewers through humor (even though the reading says that laughter isn't about humor) is a great way to improve the user's experience.
Duchenne's supposed 80 percent of people not being able to produce a fake smile, seemed to be quickly disproved. Krumhuber's test revealed that 83 percent of people could produce fake smiles that others believed.
Dunbar’s number: A number defining the limit to strong relationships derived from a formula created by Robin Dunbar based on the brain size of an organism.
Mirror neurons: Watching someone take action can cause some of the same neurons in our premotor cortex to fire.
Synchronous activity: Actions you take together with others that are the same and within close proximity to on another.
Duchenne smile: Refers to a study done by Guillaume Duchenne where several tests were done where electrical currents were sent through the muscles on the face to conduct a smile. These smiles were seen as genuine because a supposed 80 percent of people can't control those muscles in their face, resulting in the inability to fake a smile.
Thursday, February 26, 2015
Unit 6: What Motivates People
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 6: What Motivates People
People are more motivated the closer they get to a goal. Like these assignment, for example. I tend to feel more motivated toward the end of it when I get closer to finishing. In terms of a more logical example, motivation and purchases plummet right after a goal is reached which is called a post-reward resetting phenomenon.
The most motivating behavior pattern is called a variable ratio schedule. A slot machine is a good example of this. Players will be reward from a varying amount of slot games unknown to the user. There are other types of reinforcements companies use to engage their customers including punch cards (fixed ratio schedule) and Dropbox extra storage when inviting a friend (continuous reinforcement schedule).
Interesting thought about punch cards improving motivation vs building customer loyalty:
http://www.lendio.com/blog/throw-punch-cards-build-customer-loyalty/
The Pavlovian reflex is very interesting, especially when thinking about its application in gaming and the gamification of other design. The Pavlovian response is associating something with a stimulus. When a stimulus is paired with information-seeking behavior, dopamine is released in our brains and triggers a motivated response. I immediately think of social media and the "like system". In fact, the reason why Twitter limits its letter count is probably due to the fact that people are more intrigued by bits of information that don't fully satisfy.
Usability Hub:
A great example of gamification and motivation through consistent reinforcement.
https://usabilityhub.com/
Great infographic about the positives for gamification in education:
http://www.knewton.com/gamification-education/
Progress, mastery, and control are three key motivational factors. What keeps me motivated to continue working on a class that isn't associated with my field? When it comes down to it, the grade. Progress through the course, mastery of the subjects to receive high grades, and control over my gpa keeps me motivated even if I lose interest in the subject matter.
People are motivated by social interactions, which will be discussed in the next chapter.
Chapter 6: What Motivates People
People are more motivated the closer they get to a goal. Like these assignment, for example. I tend to feel more motivated toward the end of it when I get closer to finishing. In terms of a more logical example, motivation and purchases plummet right after a goal is reached which is called a post-reward resetting phenomenon.
The most motivating behavior pattern is called a variable ratio schedule. A slot machine is a good example of this. Players will be reward from a varying amount of slot games unknown to the user. There are other types of reinforcements companies use to engage their customers including punch cards (fixed ratio schedule) and Dropbox extra storage when inviting a friend (continuous reinforcement schedule).
Interesting thought about punch cards improving motivation vs building customer loyalty:
http://www.lendio.com/blog/throw-punch-cards-build-customer-loyalty/
The Pavlovian reflex is very interesting, especially when thinking about its application in gaming and the gamification of other design. The Pavlovian response is associating something with a stimulus. When a stimulus is paired with information-seeking behavior, dopamine is released in our brains and triggers a motivated response. I immediately think of social media and the "like system". In fact, the reason why Twitter limits its letter count is probably due to the fact that people are more intrigued by bits of information that don't fully satisfy.
Usability Hub:
A great example of gamification and motivation through consistent reinforcement.
https://usabilityhub.com/
Great infographic about the positives for gamification in education:
http://www.knewton.com/gamification-education/
Progress, mastery, and control are three key motivational factors. What keeps me motivated to continue working on a class that isn't associated with my field? When it comes down to it, the grade. Progress through the course, mastery of the subjects to receive high grades, and control over my gpa keeps me motivated even if I lose interest in the subject matter.
People are motivated by social interactions, which will be discussed in the next chapter.
Wednesday, February 25, 2015
Project 2 & Thesis Bibliography 2
Elements of play experience:
http://uxmag.com/articles/the-elements-of-player-experience
UX designers can learn from game design and gamification:
http://www.paulolyslager.com/ux-designers-can-learn-game-design-gamification/
UX and video games:
http://pressstarttobegin.com/
UX and lean startups:
https://www.youtube.com/watch?v=g_g-9BpBcFs
Books I need to read:
1A. Lean UX
http://www.amazon.com/Lean-UX-Applying-Principles-Experience-ebook/dp/B0074KA0A4/ref=sr_1_4?ie=UTF8&qid=1424895382&sr=8-4&keywords=smashing+ux+design
(Replacement) 1B. The Lean Startup
http://www.amazon.com/Lean-Startup-Innovation-Successful-Businesses-ebook/dp/B004J4XGN6/ref=sr_1_1?s=books&ie=UTF8&qid=1424895758&sr=1-1&keywords=lean+startup
2. Playful Design
http://www.amazon.com/Playful-Design-John-Ferrara-ebook/dp/B0084E0HHA/ref=sr_1_1?ie=UTF8&qid=1424895249&sr=8-1&keywords=playful+design+by+john+ferrara
3. Evaluating User Experience in Games
http://www.amazon.com/Evaluating-User-Experience-Games-Human-Computer/dp/1848829620/ref=sr_1_1?ie=UTF8&qid=1424895284&sr=8-1&keywords=evaluating+user+experience+in+games
4. Brave NUI World
http://www.amazon.com/Brave-NUI-World-Designing-Interfaces/dp/0123822319/ref=sr_1_1?ie=UTF8&qid=1424895309&sr=8-1&keywords=Brave+nui+world
http://uxmag.com/articles/the-elements-of-player-experience
UX designers can learn from game design and gamification:
http://www.paulolyslager.com/ux-designers-can-learn-game-design-gamification/
UX and video games:
http://pressstarttobegin.com/
UX and lean startups:
https://www.youtube.com/watch?v=g_g-9BpBcFs
Books I need to read:
1A. Lean UX
http://www.amazon.com/Lean-UX-Applying-Principles-Experience-ebook/dp/B0074KA0A4/ref=sr_1_4?ie=UTF8&qid=1424895382&sr=8-4&keywords=smashing+ux+design
(Replacement) 1B. The Lean Startup
http://www.amazon.com/Lean-Startup-Innovation-Successful-Businesses-ebook/dp/B004J4XGN6/ref=sr_1_1?s=books&ie=UTF8&qid=1424895758&sr=1-1&keywords=lean+startup
2. Playful Design
http://www.amazon.com/Playful-Design-John-Ferrara-ebook/dp/B0084E0HHA/ref=sr_1_1?ie=UTF8&qid=1424895249&sr=8-1&keywords=playful+design+by+john+ferrara
3. Evaluating User Experience in Games
http://www.amazon.com/Evaluating-User-Experience-Games-Human-Computer/dp/1848829620/ref=sr_1_1?ie=UTF8&qid=1424895284&sr=8-1&keywords=evaluating+user+experience+in+games
4. Brave NUI World
http://www.amazon.com/Brave-NUI-World-Designing-Interfaces/dp/0123822319/ref=sr_1_1?ie=UTF8&qid=1424895309&sr=8-1&keywords=Brave+nui+world
Thursday, February 19, 2015
Project 2 & Thesis Bibliography 1
Tutorials in games:
http://grail.cs.washington.edu/projects/game-abtesting/chi2012/chi2012.pdf
Tutorials, UI, Curiosity Gap:
http://www.gamasutra.com/view/feature/132715/first_five_minutes_how_tutorials_.php?print=1
User story to user interaction:
http://www.agileproductdesign.com/downloads/patton_user_story_to_ui_handouts.pdf
Agile user interface design:
http://www.romanpichler.com/blog/agile-user-interface-design/
UI design in games:
http://www.gamasutra.com/blogs/AnthonyStonehouse/20140227/211823/User_interface_design_in_video_games.php
Oculus Rift (Mobile, PC, Console, Dev Kits):
https://www.oculus.com/
Mobile virtual reality
http://www.technologyreview.com/news/532351/virtual-reality-aims-for-the-mobile-phone/
Next-generation digital book:
http://www.ted.com/talks/mike_matas?language=en#t-9166
Interactive books:
http://www.bestinteractiveebooks.com/
Usability and interactive design books:
http://www.smashingmagazine.com/2008/01/24/usability-and-interface-design-books/
UI and UX books:
http://blog.templatemonster.com/2013/01/04/top-10-user-interface-books/
http://grail.cs.washington.edu/projects/game-abtesting/chi2012/chi2012.pdf
Tutorials, UI, Curiosity Gap:
http://www.gamasutra.com/view/feature/132715/first_five_minutes_how_tutorials_.php?print=1
User story to user interaction:
http://www.agileproductdesign.com/downloads/patton_user_story_to_ui_handouts.pdf
Agile user interface design:
http://www.romanpichler.com/blog/agile-user-interface-design/
UI design in games:
http://www.gamasutra.com/blogs/AnthonyStonehouse/20140227/211823/User_interface_design_in_video_games.php
Oculus Rift (Mobile, PC, Console, Dev Kits):
https://www.oculus.com/
Mobile virtual reality
http://www.technologyreview.com/news/532351/virtual-reality-aims-for-the-mobile-phone/
Next-generation digital book:
http://www.ted.com/talks/mike_matas?language=en#t-9166
Interactive books:
http://www.bestinteractiveebooks.com/
Usability and interactive design books:
http://www.smashingmagazine.com/2008/01/24/usability-and-interface-design-books/
UI and UX books:
http://blog.templatemonster.com/2013/01/04/top-10-user-interface-books/
Week 6 Classmate Feedback: Project 2
Ralph - Character based tutorial. Use the characters to show how to use the menu. Perhaps and overarching brand character for VWS.
Gavin - "I thought the arrow was signifying help. I ignored it because I wanted to get a feeling for the book first." Also, simplify other aspects of the art during tutorial?
Consider flow and how the assortment of steps can affect the viewer. For example, opening hints first may cause the consumer to open the hints before opening the menu.
Gavin - "I thought the arrow was signifying help. I ignored it because I wanted to get a feeling for the book first." Also, simplify other aspects of the art during tutorial?
Consider flow and how the assortment of steps can affect the viewer. For example, opening hints first may cause the consumer to open the hints before opening the menu.
Project 3 Proposal
Amos the Astronaut Interactive Book
Background:
Van Winkle Studio's mission is to deliver fun, quality, and wholesome entertainment for the whole family. Their interactive stories are more than just digital books, they engage the reader with artwork, story, animations, and games. Amos the Astronaut follows an astronaut who seeks adventure, finds trouble, overcomes it, and makes new friends.
Goals:
Create storyboard and sketches for each page of the book. Completely design the aesthetic of the book (art style, color palettes, animation style, etc.) by demoing 3 finished pages. Final deliverables by the end of the project will consist of a story, storyboard, sketches, 3 final pages including artwork and animation.
Timeline:
WEEK 7: Storyboard, direction, and current sketches
WEEK 8: Finalize sketches
WEEK 9: Finalize at least one page and begin style guide/pdf
WEEK 10: Mockup final pages for presentation
WEEK 11: Finals due
Background:
Van Winkle Studio's mission is to deliver fun, quality, and wholesome entertainment for the whole family. Their interactive stories are more than just digital books, they engage the reader with artwork, story, animations, and games. Amos the Astronaut follows an astronaut who seeks adventure, finds trouble, overcomes it, and makes new friends.
Goals:
Create storyboard and sketches for each page of the book. Completely design the aesthetic of the book (art style, color palettes, animation style, etc.) by demoing 3 finished pages. Final deliverables by the end of the project will consist of a story, storyboard, sketches, 3 final pages including artwork and animation.
Timeline:
WEEK 7: Storyboard, direction, and current sketches
WEEK 8: Finalize sketches
WEEK 9: Finalize at least one page and begin style guide/pdf
WEEK 10: Mockup final pages for presentation
WEEK 11: Finals due
Unit 5: How People Focus Their Attention
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 5: How People Focus Their Attention
Selective attention causes viewers to focus on specific attributes versus others. Bold type, for example, can break the attention of repetition and create a new line of focus. This is especially key to publication design, web design, and, really, design in general.
Selective attention in design: http://www.creativebloq.com/art/art-negative-space-8133765
Repetition and practice in a skill causes the user to not require conscious attention. Music is an excellent example of this. Practice may not make perfect, but rather, create a subconscious attention toward that subject.
Example of repetition improving a skill: https://www.behance.net/gallery/15538619/Sketchbook-March-2014
Frequency and the amount of times you see something can affect ones attention. When encountering repetition with what one sees, one can expect to see more, and be oblivious to something new.
The reading goes on to say that sustained attention lasts about ten minutes. I'm curious to know if this time is accurate the majority of the time. If so, I automatically start to question the length of panel presentation. How long will I actually hold someones attention during panel? How can I make it more interesting to sustain the attention of the viewers?
A "salient cue" is a term that defines an over-arching attribute to an object or thing. These cues are significant when considering the other details that people miss about an object. I find this to occur frequently in games. Parts of what makes them function become unnoticed by the average viewer and they become immersed in its design and function.
A list of what grabs the most attention:
1. Anything that moves
2. Pictures of human faces
3. Pictures of food, sex, or danger
4. Stories
5. Loud noises
Holding viewer attention for web: http://conversionxl.com/how-to-grab-and-hold-attention/
The reading continues to cover possibly the most important aspect to the chapter. The theory is that our brains are separated into three parts, the new brain, the mid brain, and the old brain. The new brain is the logical brain that we know, the mid brain is the emotional processing brain, and the old brain is essential to our survival. The old brain asks questions like: Can I eat it? Can I have sex with it? Will it kill me?
Chapter 5: How People Focus Their Attention
Selective attention causes viewers to focus on specific attributes versus others. Bold type, for example, can break the attention of repetition and create a new line of focus. This is especially key to publication design, web design, and, really, design in general.
Selective attention in design: http://www.creativebloq.com/art/art-negative-space-8133765
Repetition and practice in a skill causes the user to not require conscious attention. Music is an excellent example of this. Practice may not make perfect, but rather, create a subconscious attention toward that subject.
Example of repetition improving a skill: https://www.behance.net/gallery/15538619/Sketchbook-March-2014
Frequency and the amount of times you see something can affect ones attention. When encountering repetition with what one sees, one can expect to see more, and be oblivious to something new.
The reading goes on to say that sustained attention lasts about ten minutes. I'm curious to know if this time is accurate the majority of the time. If so, I automatically start to question the length of panel presentation. How long will I actually hold someones attention during panel? How can I make it more interesting to sustain the attention of the viewers?
A "salient cue" is a term that defines an over-arching attribute to an object or thing. These cues are significant when considering the other details that people miss about an object. I find this to occur frequently in games. Parts of what makes them function become unnoticed by the average viewer and they become immersed in its design and function.
A list of what grabs the most attention:
1. Anything that moves
2. Pictures of human faces
3. Pictures of food, sex, or danger
4. Stories
5. Loud noises
Holding viewer attention for web: http://conversionxl.com/how-to-grab-and-hold-attention/
The reading continues to cover possibly the most important aspect to the chapter. The theory is that our brains are separated into three parts, the new brain, the mid brain, and the old brain. The new brain is the logical brain that we know, the mid brain is the emotional processing brain, and the old brain is essential to our survival. The old brain asks questions like: Can I eat it? Can I have sex with it? Will it kill me?
Thursday, February 12, 2015
Contest Options
Communication Arts Typography Competition:
http://www.commarts.com/competitions/typography
Comm Arts charges for submissions, but offers student discounts. Calligraphy category.
Communication Arts Interactive Competition:
http://www.commarts.com/competitions/interactive
Submit the project: Adventures of Pete and Mike. Interactive book/game for the student category.
ADAA Adobe:
http://d1l3faf09m4fwu.cloudfront.net/files/ADAA_competition_rules-prizes.pdf?1423740239&promoid=KRQVK
Student submission for motion graphics or animation or game design.
http://www.commarts.com/competitions/typography
Comm Arts charges for submissions, but offers student discounts. Calligraphy category.
Communication Arts Interactive Competition:
http://www.commarts.com/competitions/interactive
Submit the project: Adventures of Pete and Mike. Interactive book/game for the student category.
ADAA Adobe:
http://d1l3faf09m4fwu.cloudfront.net/files/ADAA_competition_rules-prizes.pdf?1423740239&promoid=KRQVK
Student submission for motion graphics or animation or game design.
Thesis Options
1. Story Development and Planning for User Interaction
How writing/designing a story affects user interaction. Can be applied to many aspects of design, including branding, but most applicable to interactive projects like apps, etc.
2. UX and User Interaction for Interactive Books and Games
How designing UX can make or break an app/game. Teaching a user in a way that is intuitive, but subliminal. Learning through experience. Discuss how games teach players how to play their game.
3. The Development of Calligraphic Styles and Present Applications
What makes calligraphy legible. Styles that have progressed and fallen off. How is calligraphy/hand-lettering present in the design world today. Discuss branding, sign painting (authenticity), etc.
How writing/designing a story affects user interaction. Can be applied to many aspects of design, including branding, but most applicable to interactive projects like apps, etc.
2. UX and User Interaction for Interactive Books and Games
How designing UX can make or break an app/game. Teaching a user in a way that is intuitive, but subliminal. Learning through experience. Discuss how games teach players how to play their game.
3. The Development of Calligraphic Styles and Present Applications
What makes calligraphy legible. Styles that have progressed and fallen off. How is calligraphy/hand-lettering present in the design world today. Discuss branding, sign painting (authenticity), etc.
Unit 4: How People Think
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 4: How People Think
People consciously process information in small amounts. As a designer, we need to understand that viewers are limited to how much information they can process at once. There are three basic types of mental processes: Cognitive (thinking/ remembers), Visual (looking), and Motor (physical). To increase or decrease the load for each of these categories, a designer can improve products based on intention. Normally, decreasing the load is the obvious choice, but for cases where the designer wants the viewers attention, increasing the load is acceptable. "People process information best in story form." Yes! I'm all about it. I love stories, how a user can interact with it, and the values behind them. The reading describes how stories are a necessity for communication.
Apparently, there are four ways to be creative. Deliberate and cognitive, Deliberate and emotional, spontaneous and cognitive, and spontaneous and emotional. Each, I believe, has its place. Something that also has a place, especially in most of my designs, is the understanding of a flow state. A flow state is when someone gets completely engrossed in an activity. This can be really beneficial when working with interactive elements and story.
Goal-gradient effect: People increase productivity, speed, purchasing, etc. the closer they are to a reward.
Operant conditioning: A method of learning through rewards and punishments.
Chapter 4: How People Think
People consciously process information in small amounts. As a designer, we need to understand that viewers are limited to how much information they can process at once. There are three basic types of mental processes: Cognitive (thinking/ remembers), Visual (looking), and Motor (physical). To increase or decrease the load for each of these categories, a designer can improve products based on intention. Normally, decreasing the load is the obvious choice, but for cases where the designer wants the viewers attention, increasing the load is acceptable. "People process information best in story form." Yes! I'm all about it. I love stories, how a user can interact with it, and the values behind them. The reading describes how stories are a necessity for communication.
Apparently, there are four ways to be creative. Deliberate and cognitive, Deliberate and emotional, spontaneous and cognitive, and spontaneous and emotional. Each, I believe, has its place. Something that also has a place, especially in most of my designs, is the understanding of a flow state. A flow state is when someone gets completely engrossed in an activity. This can be really beneficial when working with interactive elements and story.
Goal-gradient effect: People increase productivity, speed, purchasing, etc. the closer they are to a reward.
Operant conditioning: A method of learning through rewards and punishments.
Thursday, February 5, 2015
Thesis Response 4
Kinetic Typography: Implementing Narrative by Corina Rivera
Corina covers the topic of typography in motion graphics and how the designer can implement mood, story, and emotion. As the title portrays, the narrative of a typographic movie title can be related to the underlying definition of what makes a good narrative: Establishing a setting, character(s), and an agent of conflict. How can character be applied to typography in a motion graphic? Corina continues and relates the aesthetics animation can create to relate to real human physics. The best example being the squash and stretch technique. In addition, the combination of an emotionally driven animation and a typographic persona further evokes a mood.
Overall, I think the thesis is good and has a lot of good information. However, I would argue that the flow of the thesis is backwards. Instead of talking about elements of narrative to animation to typographic personas, I think it would make more sense to construct the thesis in a similar way to how you would design for a typographic motion piece. Start with the design (typography, aesthetic, mood) and then enhance that aesthetic with motion and animation. Regardless, good information and a fun topic.
Corina covers the topic of typography in motion graphics and how the designer can implement mood, story, and emotion. As the title portrays, the narrative of a typographic movie title can be related to the underlying definition of what makes a good narrative: Establishing a setting, character(s), and an agent of conflict. How can character be applied to typography in a motion graphic? Corina continues and relates the aesthetics animation can create to relate to real human physics. The best example being the squash and stretch technique. In addition, the combination of an emotionally driven animation and a typographic persona further evokes a mood.
Overall, I think the thesis is good and has a lot of good information. However, I would argue that the flow of the thesis is backwards. Instead of talking about elements of narrative to animation to typographic personas, I think it would make more sense to construct the thesis in a similar way to how you would design for a typographic motion piece. Start with the design (typography, aesthetic, mood) and then enhance that aesthetic with motion and animation. Regardless, good information and a fun topic.
Thesis Response 3
Contemporary Rebranding of Traditional Markets by Ryan Fisher
Ryan begins his topic by discussing what a brand is and its importance. Continuing, he lists the necessities required for a rebrand. The list includes things like the readiness to change, defining the mission, researching competition, and so on. The most prominent point made involves the change between the criteria between a successful rebrand, and now. Brands are becoming more of an experience than simply a selling point. In terms of content, I think Ryan's thesis was well constructed an had very good supporting information. In terms of visuals, I had a hard time reading such giant blocks of text in a bold font.
Ryan begins his topic by discussing what a brand is and its importance. Continuing, he lists the necessities required for a rebrand. The list includes things like the readiness to change, defining the mission, researching competition, and so on. The most prominent point made involves the change between the criteria between a successful rebrand, and now. Brands are becoming more of an experience than simply a selling point. In terms of content, I think Ryan's thesis was well constructed an had very good supporting information. In terms of visuals, I had a hard time reading such giant blocks of text in a bold font.
Unit 3: How People Remember
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 3: How People Remember
Memory takes a lot of mental resources. It is said that people receive 40 billion sensory inputs every second, and yet we are only aware of 40 at one time. The most important thing as a designer is to understand how people remember new information. If there is something you want your view/user to remember longer than their working memory, connect with something they already know. Because we probably don't have the luxury of repetition, this is the best option.
The reading continues to discuss how memories change over time, how memories change due to outsider input, and how our vivid memories are the most flawed. I was initially defensive when I read the topic titled: The Most Vivid Memories are Wrong. How can one tell me that my memories are wrong? I understand there are tests supporting the idea, but to say that all vivid memories are wrong seems like a stretch.
Chapter 3: How People Remember
Memory takes a lot of mental resources. It is said that people receive 40 billion sensory inputs every second, and yet we are only aware of 40 at one time. The most important thing as a designer is to understand how people remember new information. If there is something you want your view/user to remember longer than their working memory, connect with something they already know. Because we probably don't have the luxury of repetition, this is the best option.
The reading continues to discuss how memories change over time, how memories change due to outsider input, and how our vivid memories are the most flawed. I was initially defensive when I read the topic titled: The Most Vivid Memories are Wrong. How can one tell me that my memories are wrong? I understand there are tests supporting the idea, but to say that all vivid memories are wrong seems like a stretch.
Thursday, January 29, 2015
Week 3 Classmate Feedback: Project 1
Avoid DC comics when designing with the initials "dc". Whether the use of "dc" is even acceptable in such a similar market is still up in the air.
Calligraphy driven concept is appropriate for a new digitally driven graphic novel company. Try a few other techniques (play with "digital" being a san-serif w/ large kerning).
When mentioning the need for a third concept, a character driven design comes to mind. Perhaps a mad scientist or doctor character.
Calligraphy driven concept is appropriate for a new digitally driven graphic novel company. Try a few other techniques (play with "digital" being a san-serif w/ large kerning).
When mentioning the need for a third concept, a character driven design comes to mind. Perhaps a mad scientist or doctor character.
Project 2 Proposal
VWS Applications Tutorial Usability & UX // UX Design
Background:
Van Winkle Studio's mission is to deliver fun, quality, and wholesome entertainment for the whole family. Their interactive stories are more than just digital books, they engage the reader with artwork, story, animations, and games. Each VWS product opens with a tutorial that teaches users how to use the patented menu technology.
Goals:
Create the most efficient tutorial for said products using as few words (if any) as possible. Successfully teach the user how to open the menu, navigate the side bars, and close the menu.
Timeline:
WEEK 4: Refine proposal and sketch flow
WEEK 5: Propose usability flow
WEEK 6: Results of first round of usability tests
WEEK 7: Result of second round of usability tests
WEEK 8: Final tutorial
Background:
Van Winkle Studio's mission is to deliver fun, quality, and wholesome entertainment for the whole family. Their interactive stories are more than just digital books, they engage the reader with artwork, story, animations, and games. Each VWS product opens with a tutorial that teaches users how to use the patented menu technology.
Goals:
Create the most efficient tutorial for said products using as few words (if any) as possible. Successfully teach the user how to open the menu, navigate the side bars, and close the menu.
Timeline:
WEEK 4: Refine proposal and sketch flow
WEEK 5: Propose usability flow
WEEK 6: Results of first round of usability tests
WEEK 7: Result of second round of usability tests
WEEK 8: Final tutorial
Wednesday, January 28, 2015
Unit 2: How People Read
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 2: How People Read
The way people read, isn't as fluid as one might think. Ours eyes move in quick jumps from word to word with short periods of stillness. These two patterns are called saccades and fixations. Saccades are the jumps that occur roughly seven to nine letters at a time. Fixations are the moments of stillness that occur for about 250 milliseconds at a time (Weinschenk). In addition to these two reading patterns, people use their peripheral vision to read ahead about fifteen letters.
Anticipating what is to come is more important than the exact spelling of words. Fro empaxle, msot msipllsed wodrs are sltil liglebe as lnog as the frsit and lsat lteters are in the rghit psotoin. This is because the brain has an easier time anticipating and interpreting than deciphering every word.
The rest of the reading goes on to discuss the importance of headlines, font size, pattern recognition, and column width. Mostly review, but equally as important.
Thursday, January 22, 2015
Unit 1: How People See
100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.
Chapter 1: How People See
Susan starts her book off with what she defines as the most impactful of our senses: vision. People see differently than most would expect. What we see, isn't always what we get. For example, take our ability to see negative space as a shape (Image 1). Our brains, without the aid of a defining element, produce a triangle. The chapter makes similar points throughout its duration and relates it to design with topics like: central vision versus peripheral vision and how peripheral vision has more weight when determining the gist of a scene, how people recognize object by using shapes and how the topic relates to iconography, how our brain uses fusiform face area (FFA) to recognize faces faster than objects, etc. The topic on canonical perspective was not well supported in my opinion. Susan makes the point that most people would draw a coffee cup with a specific angle and perspective, and questions why more people don't draw it in a way that is more often viewed in everyday life. I would argue that people gravitate toward the angle that offers the most visual information. The reading goes on to discuss visual cues in the real world like door handles, and expresses how they can mislead users to push or pull. This, of course, can be related to the web. Visual cues tell a user whether something is a button or a hyperlink, etc. The positional relationship between objects, a topic we should all be well versed in at this point, tells the viewer what information belongs to each other. Color, which can vary between cultures, can hinder or improve a website. When targeting a specific audience, knowing how they perceive color can make or break a design.
Overall, this reading was a good review and introduction to the course reading.
Chapter 1: How People See
Susan starts her book off with what she defines as the most impactful of our senses: vision. People see differently than most would expect. What we see, isn't always what we get. For example, take our ability to see negative space as a shape (Image 1). Our brains, without the aid of a defining element, produce a triangle. The chapter makes similar points throughout its duration and relates it to design with topics like: central vision versus peripheral vision and how peripheral vision has more weight when determining the gist of a scene, how people recognize object by using shapes and how the topic relates to iconography, how our brain uses fusiform face area (FFA) to recognize faces faster than objects, etc. The topic on canonical perspective was not well supported in my opinion. Susan makes the point that most people would draw a coffee cup with a specific angle and perspective, and questions why more people don't draw it in a way that is more often viewed in everyday life. I would argue that people gravitate toward the angle that offers the most visual information. The reading goes on to discuss visual cues in the real world like door handles, and expresses how they can mislead users to push or pull. This, of course, can be related to the web. Visual cues tell a user whether something is a button or a hyperlink, etc. The positional relationship between objects, a topic we should all be well versed in at this point, tells the viewer what information belongs to each other. Color, which can vary between cultures, can hinder or improve a website. When targeting a specific audience, knowing how they perceive color can make or break a design.
Overall, this reading was a good review and introduction to the course reading.
Wednesday, January 21, 2015
Project 1 Proposal
Digital Chemical // Branding Project
History:
A startup company specializing in the entertainment industry, specifically graphic novels and games. Digital Chemical differs from its competitors by provided each piece to the puzzle. Authors, illustrators, and developers working together to make kick-ass work. Digital Chemical expects to release their first product for the iPad by the end of 2016.
Goals:
Define brand for Digital Chemical. Create identity to visually communicate said brand. Provide brand style guide to further define brand. Provide collateral as discussed to visually represent brand aesthetics to consumers.
Timeline:
WEEK 2: Research, brainstorming, and sketching
WEEK 3: Three comps
WEEK 4: Proposed final logo design
WEEK 5: Final brand and style guide
History:
A startup company specializing in the entertainment industry, specifically graphic novels and games. Digital Chemical differs from its competitors by provided each piece to the puzzle. Authors, illustrators, and developers working together to make kick-ass work. Digital Chemical expects to release their first product for the iPad by the end of 2016.
Goals:
Define brand for Digital Chemical. Create identity to visually communicate said brand. Provide brand style guide to further define brand. Provide collateral as discussed to visually represent brand aesthetics to consumers.
Timeline:
WEEK 2: Research, brainstorming, and sketching
WEEK 3: Three comps
WEEK 4: Proposed final logo design
WEEK 5: Final brand and style guide
Thesis Response 2
Brand Experience and Marketing: applies to cafe experience by Minhye Kim
Minhye's thesis was good. Once reading the title, it contained an expected flow. Defining experience, cafe culture, brand experience/story, and how all of those work together in a cafe environment. She made good points like about how consumers paying for more than just a cup of coffee, but for the brand experience. Her data was pretty straight forward and her topic was decently explored. The whole cafe branding integrated with experience thing has been around for quite some time. I would be very curious to know how these businesses are learning to reach out to customers outside of the cafe. Branding, experience, and brand experience are all very important, but how does one get customers into a coffee shop? This is another interesting topic that mingles with the previous thesis I reviewed.
Minhye's thesis was good. Once reading the title, it contained an expected flow. Defining experience, cafe culture, brand experience/story, and how all of those work together in a cafe environment. She made good points like about how consumers paying for more than just a cup of coffee, but for the brand experience. Her data was pretty straight forward and her topic was decently explored. The whole cafe branding integrated with experience thing has been around for quite some time. I would be very curious to know how these businesses are learning to reach out to customers outside of the cafe. Branding, experience, and brand experience are all very important, but how does one get customers into a coffee shop? This is another interesting topic that mingles with the previous thesis I reviewed.
Thesis Response 1
The Paradox of Street Cred by Rebekah Webb
Rebekah's thesis was well constructed and proved to be well informed. Her research involving brands and "street credibility" was brilliant. As her title explains, the paradox behind the subject: brands speaking to a niche market entering a market without losing loyalty of its audience, was foreign to me. Put simply, a brand that reaches to a specific audience that then expands to be accepted by a larger audience, often loses its "street cred". Not only was the concept new to me, but so was the scenario in reverse. Converse, or Chuck Taylors, have only been advertised as basketball shoes, yet have found such a definite space in its counter-culture market, that it has continued to sell uncontrollably. Rebekah makes it known that a brand that can withstand and retain street credibility, is one that is authentic, credible, trustworthy, and strives for a relationship with its audience. I especially like the quote: "Brands only exist in the minds of consumers."
Rebekah's thesis was well constructed and proved to be well informed. Her research involving brands and "street credibility" was brilliant. As her title explains, the paradox behind the subject: brands speaking to a niche market entering a market without losing loyalty of its audience, was foreign to me. Put simply, a brand that reaches to a specific audience that then expands to be accepted by a larger audience, often loses its "street cred". Not only was the concept new to me, but so was the scenario in reverse. Converse, or Chuck Taylors, have only been advertised as basketball shoes, yet have found such a definite space in its counter-culture market, that it has continued to sell uncontrollably. Rebekah makes it known that a brand that can withstand and retain street credibility, is one that is authentic, credible, trustworthy, and strives for a relationship with its audience. I especially like the quote: "Brands only exist in the minds of consumers."
Thursday, January 15, 2015
Week 1 Contest Research
HOW Regional Design Competition:
Posterheroes Social Communication Contest:
AZ Awards 2015:
World Illustration Awards 2015 Competition:
RSA Student Design Awards 2015 Competition:
Penguin Design Award 2015:
SEGD Global Design Awards 2015:
ADC 2015 Awards:
Adobe Design Achievement Awards 2015:
Poster For Tomorrow 2015:
http://contestwatchers.com/poster-for-tomorrow-2015-competition-open-up/
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